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Ooze:Ochre Jelly
Size & Type (subtype):Large OozeHit Dice:6d10+27 (60)
Initiative:   -5 (Dex)   Speed:   10 ft., climb 10 ft.  
Armor Class:   4 (-1 size, -5 Dex)   Attacks:   Slam +5 melee  
Damage:   Slam 2d4+3 and 1d4 acid   Face and Reach:   5 ft. by 10 ft./10 ft.  
Special Attacks:   Improved grab, acid, constrict 2d4+3 and 1d4 acid   Special Qualities:   Blindsight, split, ooze  
Saving Throws  Fortitude: 4  
Reflex: -3  
Will: -3  
Abilities:   Str: 15
Dex: 1
Con: 15
Wis: 1
Cha: 1
Skills:      Feats:     
Climate and Terrain:   Any marsh and underground   Climate:   cold,temperate,warm  
Terrain:   marsh,underground   Organization:   Solitary  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Always neutral  
Advancement:   7-9 HD (Large); 10-18 HD (Huge)  


Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Blindsight (Ex): An ooze's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Improved Grab (Ex): To use this ability, the ochre jelly must hit with its slam attack. If it gets a hold, it can constrict.

Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.

Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.

Split (Ex): Weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half the original's hit points (round down). A jelly with only 1 hit point cannot be further split.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002